Multi Sphere Trace hitting the same enemy multiple times despite adding unique

Oh I see! I think I’ve been misunderstanding collision channels in Unreal until now. Is it usually common practice to ignore all collision on all character components except for the collision capsule?

The traces are now registering as one dot, but the hit still doesnt fire if it is a singular actor, and is instead only hit if there are 2 of the same actor in the radius, and damaged according to how many are hit by the same sphere trace by channel. I’m guessing this is related to my scuffed code loop?

Here’s a slightly newer setup. I haven’t removed the checks like you had suggested before because hits were no longer being registered at all